Source code for pyqtgraph.opengl.items.GLScatterPlotItem

from OpenGL.GL import *
from OpenGL.arrays import vbo
from .. GLGraphicsItem import GLGraphicsItem
from .. import shaders
from ... import QtGui
import numpy as np

__all__ = ['GLScatterPlotItem']

[docs]class GLScatterPlotItem(GLGraphicsItem): """Draws points at a list of 3D positions."""
[docs] def __init__(self, **kwds): GLGraphicsItem.__init__(self) glopts = kwds.pop('glOptions', 'additive') self.setGLOptions(glopts) self.pos = [] self.size = 10 self.color = [1.0,1.0,1.0,0.5] self.pxMode = True #self.vbo = {} ## VBO does not appear to improve performance very much. self.setData(**kwds)
[docs] def setData(self, **kwds): """ Update the data displayed by this item. All arguments are optional; for example it is allowed to update spot positions while leaving colors unchanged, etc. ==================== ================================================== **Arguments:** pos (N,3) array of floats specifying point locations. color (N,4) array of floats (0.0-1.0) specifying spot colors OR a tuple of floats specifying a single color for all spots. size (N,) array of floats specifying spot sizes or a single value to apply to all spots. pxMode If True, spot sizes are expressed in pixels. Otherwise, they are expressed in item coordinates. ==================== ================================================== """ args = ['pos', 'color', 'size', 'pxMode'] for k in kwds.keys(): if k not in args: raise Exception('Invalid keyword argument: %s (allowed arguments are %s)' % (k, str(args))) args.remove('pxMode') for arg in args: if arg in kwds: setattr(self, arg, kwds[arg]) #self.vbo.pop(arg, None) self.pxMode = kwds.get('pxMode', self.pxMode) self.update()
def initializeGL(self): ## Generate texture for rendering points w = 64 def fn(x,y): r = ((x-w/2.)**2 + (y-w/2.)**2) ** 0.5 return 255 * (w/2. - np.clip(r, w/2.-1.0, w/2.)) pData = np.empty((w, w, 4)) pData[:] = 255 pData[:,:,3] = np.fromfunction(fn, pData.shape[:2]) #print pData.shape, pData.min(), pData.max() pData = pData.astype(np.ubyte) if getattr(self, "pointTexture", None) is None: self.pointTexture = glGenTextures(1) glActiveTexture(GL_TEXTURE0) glEnable(GL_TEXTURE_2D) glBindTexture(GL_TEXTURE_2D, self.pointTexture) glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, pData.shape[0], pData.shape[1], 0, GL_RGBA, GL_UNSIGNED_BYTE, pData) self.shader = shaders.getShaderProgram('pointSprite') #def getVBO(self, name): #if name not in self.vbo: #self.vbo[name] = vbo.VBO(getattr(self, name).astype('f')) #return self.vbo[name] #def setupGLState(self): #"""Prepare OpenGL state for drawing. This function is called immediately before painting.""" ##glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) ## requires z-sorting to render properly. #glBlendFunc(GL_SRC_ALPHA, GL_ONE) #glEnable( GL_BLEND ) #glEnable( GL_ALPHA_TEST ) #glDisable( GL_DEPTH_TEST ) ##glEnable( GL_POINT_SMOOTH ) ##glHint(GL_POINT_SMOOTH_HINT, GL_NICEST) ##glPointParameterfv(GL_POINT_DISTANCE_ATTENUATION, (0, 0, -1e-3)) ##glPointParameterfv(GL_POINT_SIZE_MAX, (65500,)) ##glPointParameterfv(GL_POINT_SIZE_MIN, (0,)) def paint(self): self.setupGLState() glEnable(GL_POINT_SPRITE) glActiveTexture(GL_TEXTURE0) glEnable( GL_TEXTURE_2D ) glBindTexture(GL_TEXTURE_2D, self.pointTexture) glTexEnvi(GL_POINT_SPRITE, GL_COORD_REPLACE, GL_TRUE) #glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE) ## use texture color exactly #glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ) ## texture modulates current color glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE) glEnable(GL_PROGRAM_POINT_SIZE) with self.shader: #glUniform1i(self.shader.uniform('texture'), 0) ## inform the shader which texture to use glEnableClientState(GL_VERTEX_ARRAY) try: pos = self.pos #if pos.ndim > 2: #pos = pos.reshape((reduce(lambda a,b: a*b, pos.shape[:-1]), pos.shape[-1])) glVertexPointerf(pos) if isinstance(self.color, np.ndarray): glEnableClientState(GL_COLOR_ARRAY) glColorPointerf(self.color) else: if isinstance(self.color, QtGui.QColor): glColor4f(*fn.glColor(self.color)) else: glColor4f(*self.color) if not self.pxMode or isinstance(self.size, np.ndarray): glEnableClientState(GL_NORMAL_ARRAY) norm = np.empty(pos.shape) if self.pxMode: norm[...,0] = self.size else: gpos = self.mapToView(pos.transpose()).transpose() pxSize = self.view().pixelSize(gpos) norm[...,0] = self.size / pxSize glNormalPointerf(norm) else: glNormal3f(self.size, 0, 0) ## vertex shader uses norm.x to determine point size #glPointSize(self.size) glDrawArrays(GL_POINTS, 0, int(pos.size / pos.shape[-1])) finally: glDisableClientState(GL_NORMAL_ARRAY) glDisableClientState(GL_VERTEX_ARRAY) glDisableClientState(GL_COLOR_ARRAY)
#posVBO.unbind() #for i in range(len(self.pos)): #pos = self.pos[i] #if isinstance(self.color, np.ndarray): #color = self.color[i] #else: #color = self.color #if isinstance(self.color, QtGui.QColor): #color = fn.glColor(self.color) #if isinstance(self.size, np.ndarray): #size = self.size[i] #else: #size = self.size #pxSize = self.view().pixelSize(QtGui.QVector3D(*pos)) #glPointSize(size / pxSize) #glBegin( GL_POINTS ) #glColor4f(*color) # x is blue ##glNormal3f(size, 0, 0) #glVertex3f(*pos) #glEnd()